![]() Player.additem 0A000234 1 (the lone 1 being the amount you wish to spawn) In that case of the mod being the eleventh and supposing it shows as 01000234 in geck the command is: To spawn you must reference the formid, the 'blueprint' the engine will use to load the item, that is the reason you MUST supply the amount too. ![]() ![]() but it can't be used to spawn an item although should be what would be used to enable/disable it. PS: Using your own example ff023230 is the referenceID of some ingame object, it is always unique, in that case it was given by the engine itself. Remember the whole number is 8 hexadecimal digits. It's very easy to know the correct prefix to use, just look for it in FOMM, it will be at the side of the mod name. So, for instance, the item you want to spawn is from a mod that is the 11 (counting Fallout3.esm itself and that is 00) the prefix is 0A. ![]() The reason the ObjectID may be failing for you is because it is dynamically prefixed, I mean, the first two hex digits are mod order dependent. Some functions acts over the objectID, or FormID, that is the 'spawn' functions you want while enable/disable acts over the ReferenceID that is the unique ingame identification each instance of the object gets (by explicitly naming it in the placed item property or just by the engine). You must understand the difference between objects and references. ![]()
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